Wonktonodi said: |
I'm pretty sure thats what he meant, read the previous pharagraph from that qoute to get more context on what he was talking about. Try to read it as a whole, the first paragraph(below) is very important to get the understand what the qoutes mean. He didn't say anything against deep stories in games and he was not talking about cinematic techniques.
He believes, in film, storytelling fall in the hands of both the director and creator (not the audience). In games, storytelling is a split or shared role, hence says the player(audience) is the director, and from that we can say game designer is the creator. That explains why he was horrified when asked about what developers can learn from film making, because he doesn't believe developers should both be the creator and director
That also applies to the what he says about young devs making a name for themselves, I think a good example would be The Order 1886, https://www.youtube.com/watch?v=jgW-_ZH2STI, it goes like this cutscene-playerAction-cutscene-playerAction-cutscene-and so on, in contrast to Miyamoto and big N games which goes like this: cutscene-playThoughEntireLevel-cutscene/or next level, interruptions are far in-between.
From the article:
...In films, he explains, the director and the creator are one and the same person, dictating what happens, carving out the story’s arc. But in games, he believes the director should be the player – his job as a designer is simply to equip them with the toys to direct. As a creative philosophy it’s pretty much the opposite of auteurism – though ironically, it’s one that has made him the best-known games designer on the planet.
“These younger game creators, they want to be recognised,” he sighs. “They want to tell stories that will touch people’s hearts. And while I understand that desire, the trend worries me. It should be the experience, that is touching. What I strive for is to make the person playing the game the director. All I do is help them feel that, by playing, they’re creating something that only they could create.
While talking to Miyamoto, you realise he’s as much a discoverer as a designer. Like Newton or Einstein, he has found something fascinating out in the world – in his case, fun – and then dove in between its cogs and springs, working out the rules that govern it.
When I ask him if he thinks the games industry can learn anything from cinema, he seems mildly horrified at the thought.
“When you play a game, one moment you’re just controlling it and then suddenly you feel you’re in its world,” he says. “And that’s something you cannot experience through film or literature. It’s a completely unique experience.”...
Also, about the director and actors, the director tells the actor what to do. If think about it that way, i think it would make sense. The player/director controls the actor/character.